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  • I'm very confused... O_o

Hi people,

I'm sure I'm doing something wrong here but I also seem to have hit a wall and be walking in circles in front of it. I need someone more experienced taking me out of my own stupidity... :p

How is this even possible...?

Isn't the foot supposed to be fixed at the constraint target there? It has a 100% translate and rotation values active and even then it's far from its target! :doh:

So what am I doing wrong?

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This happened to me when I got the IK in places where the bone couldn't possibly reach. Oh but... are those transform constraints? aren't you using IK constrasints for the foot?
Try having a look at the raptor example in your spine folder, it should help showing how they organized things.

Oh... now I see. Two concatenated two-bone IK constraints! How didn't I realized that before? :p Every time I wanted to use IKs to make a walking animation I failed miserably because one part of the leg was getting stretched and didn't followed the rest of the bone structure, but this allows for that. It's golden!

I still don't understand why my transform constraints aren't working, but this will help me a lot at not needing them at all. Well, I still need to rotate the feet bones so they look like they should when walking or kneeling (like in this case here), but that's pretty simple to add.

So a big thank you for you, Erikari! :clap:


Ok, this wasn't so easy as in the Raptor example. I've created two concatenated IK2-bone constraints but the lower one didn't work at all (it didn't have much influence over its bones).

After a LOT of experimenting I've come to the conclusion that if you create those IKs when you also have other constraints in those bones, even when they're set to 0% influence, something bad happens behind the scenes and the new IK doesn't work as expected.

This could also explain why that transform constraint from the original post didn't work as well. I don't know if this is a bug or not, but I'm making sure from now on to use as less constraints as possible, which will not be difficult thanks to the suggestion of Erikari of using IKs as in the raptor example. 🙂


Thinking about it... I'm pretty sure that the problem here is that all those IK and transform constraints fought between them to have any influence over the translate coordinates.

But I expected that those constraints that had a 0% mix/influence would take no part in that "fight", and I think that is not the case, right? I mean, as long as you setup a constraint the program will assume it's set to 100% influence to determine how they will behave between them?

Could I have any confirmation of this from the egg heads? 😃

So much text! well, if you don't mind you can post your project and I can check what went wrong, or, alternatively, you can watch this nice video talking about IK (or both):

Erikari a écrit

So much text! well, if you don't mind you can post your project and I can check what went wrong, or, alternatively, you can watch this nice video talking about IK (or both):

Thank you Erikari, but my issue now it's not related with setting up IK, for which the raptor example has been great and I have now a fully functional leg, but to have confirmation if two constraints in the same bone affect each other even when one of them have its values set at zero.

And if that was to be the case, then I'd like to know if there are plans to change that behavior in future versions. :think:

Did you try changing the constraint order to see if it helps you?